Commit Graph

82 Commits

Author SHA1 Message Date
Tyler Wilding d1ece445d4
Dependency graph work - Part 1 - Preliminary work (#3505)
Relates to #1353 

This adds no new functionality or overhead to the compiler, yet. This is
the preliminary work that has:
- added code to the compiler in several spots to flag when something is
used without being properly required/imported/whatever (disabled by
default)
- that was used to generate project wide file dependencies (some
circulars were manually fixed)
- then that graph underwent a transitive reduction and the result was
written to all `jak1` source files.

The next step will be making this actually produce and use a dependency
graph. Some of the reasons why I'm working on this:
- eliminates more `game.gp` boilerplate. This includes the `.gd` files
to some extent (`*-ag` files and `tpage` files will still need to be
handled) this is the point of the new `bundles` form. This should make
it even easier to add a new file into the source tree.
- a build order that is actually informed from something real and
compiler warnings that tell you when you are using something that won't
be available at build time.
- narrows the search space for doing LSP actions -- like searching for
references. Since it would be way too much work to store in the compiler
every location where every symbol/function/etc is used, I have to do
ad-hoc searches. By having a dependency graph i can significantly reduce
that search space.
- opens the doors for common shared code with a legitimate pattern.
Right now jak 2 shares code from the jak 1 folder. This is basically a
hack -- but by having an explicit require syntax, it would be possible
to reference arbitrary file paths, such as a `common` folder.

Some stats:
- Jak 1 has about 2500 edges between files, including transitives
- With transitives reduced at the source code level, each file seems to
have a modest amount of explicit requirements.

Known issues:
- Tracking the location for where `defmacro`s and virtual state
definitions were defined (and therefore the file) is still problematic.
Because those forms are in a macro environment, the reader does not
track them. I'm wondering if a workaround could be to search the
reader's text_db by not just the `goos::Object` but by the text
position. But for the purposes of finishing this work, I just statically
analyzed and searched the code with throwaway python code.
2024-05-12 12:37:59 -04:00
water111 cc8801a27b
[goalc] speed up jak3 compilation (#3454)
I noticed that jak 3's compilation was spending a lot of time accessing
the `unordered_map`s we use to store constants and symbol types.

 
I repurposed the `EnvironmentMap` originally made for GOOS for this. It
turns out that we were copying the entire constant map whenever we
encountered a `deftype`, and fixed that too.

This speeds up jak3 compiles from ~16 to 11 seconds for me.
2024-04-06 16:01:17 -04:00
water111 395c98db19
[goalc] Cleaned up speedups (#3066)
Started at 349,880,038 allocations and 42s

- Switched to making `Symbol` in GOOS be a "fixed type", just a wrapper
around a `const char*` pointing to the string in the symbol table. This
is a step toward making a lot of things better, but by itself not a huge
improvement. Some things may be worse due to more temp `std::string`
allocations, but one day all these can be removed. On linux it saved
allocations (347,685,429), and saved a second or two (41 s).
- cache `#t` and `#f` in interpreter, better lookup for special
forms/builtins (hashtable of pointers instead of strings, vector for the
small special form list). Dropped time to 38s.
- special-case in quasiquote when splicing is the last thing in a list.
Allocation dropped to 340,603,082
- custom hash table for environment lookups (lexical vars). Dropped to
36s and 314,637,194
- less allocation in `read_list` 311,613,616. Time about the same.
- `let` and `let*` in Interpreter.cpp 191,988,083, time down to 28s.
2023-10-07 10:48:17 -04:00
water111 0e31a9c407
[decompiler] Handle `find-parent-method` (#3018)
This change adds a few new features:
- Decompiler automatically knows the type of `find-parent-method` use in
jak 1 and jak2 when used in a method or virtual state handler.
- Decompiler inserts a call to `call-parent-method` or
`find-parent-state`
- Removed most casts related to these functions

There are still a few minor issues around this:
- There are still some casts needed when using `post` methods, as `post`
is just a `function`, and needs a cast to `(function none)` or similar.
It didn't seem easy to change the type of `post`, so I'm not going to
worry about it for this PR. It only shows up in like 3 places in jak 2.
(and 0 in jak 1)
- If "call the handler if it's not #f" logic should probably be another
macro.

Fixes #805
2023-09-30 11:06:09 -04:00
Hat Kid bfb03d4934
goalc: add `macro-expand` form (#3000) 2023-09-17 22:55:25 +02:00
water111 2fc943977f
[jak2] GOAL side texture animation stuff (#2766)
It turns out we didn't decompile any of this stuff yet.
2023-06-24 10:11:47 -04:00
water111 e2b7e5c001
[goalc] reduce compiler memory usage (#2247) 2023-02-24 18:32:30 -05:00
Tyler Wilding 39658dfd71
docs: Automatically generate documentation from goal_src code (#2214)
This automatically generates documentation from goal_src docstrings,
think doxygen/java-docs/rust docs/etc. It mostly supports everything
already, but here are the following things that aren't yet complete:
- file descriptions
- high-level documentation to go along with this (think pure markdown
docs describing overall systems that would be co-located in goal_src for
organizational purposes)
- enums
- states
- std-lib functions (all have empty strings right now for docs anyway)

The job of the new `gen-docs` function is solely to generate a bunch of
JSON data which should give you everything you need to generate some
decent documentation (outputting markdown/html/pdf/etc). It is not it's
responsibility to do that nice formatting -- this is by design to
intentionally delegate that responsibility elsewhere. Side-note, this is
about 12-15MB of minified json for jak 2 so far :)

In our normal "goal_src has changed" action -- we will generate this
data, and the website can download it -- use the information to generate
the documentation at build time -- and it will be included in the site.
Likewise, if we wanted to include docs along with releases for offline
viewing, we could do so in a similar fashion (just write a formatting
script to generate said documentation).

Lastly this work somewhat paves the way for doing more interesting
things in the LSP like:
- whats the docstring for this symbol?
- autocompleting function arguments
- type checking function arguments
- where is this symbol defined?
- etc

Fixes #2215
2023-02-20 19:49:37 -05:00
Tyler Wilding 00ac12094e
goalc/repl: cleanup of goalc/REPL code and some QoL improvements (#2104)
- lets you split up your `startup.gc` file into two sections
  - one that runs on initial startup / reloads
  - the other that runs when you listen to a target
- allows for customization of the keybinds added a month or so ago
- removes a useless flag (--startup-cmd) and marks others for
deprecation.
- added another help prompt that lists all the keybinds and what they do

Co-authored-by: water <awaterford111445@gmail.com>
2023-01-07 11:24:02 -05:00
Tyler Wilding a0a85eb60a
repl: Add a few new quality of life improvements (#2030)
- You can define a `startup.gc` in your user folder, each line will be
executed on startup (deprecates the usefulness of some cli flags)
- You can define a `repl-config.json` file to override REPL settings.
Long-term this is a better approach than a bunch of CLI flags as well
- Via this, you can override the amount of time the repl will attempt to
listen for the target
- At the same time, I think i may have found why on Windows it can
sometimes take forever to timeout when the game dies, will dig into this
later
- Added some keybinds for common operations, shown here


https://user-images.githubusercontent.com/13153231/202890278-1ff2bb06-dddf-4bde-9178-aa0883799167.mp4
> builds the game, connects to it, attaches a debugger and continues,
launches it, gets the backtrace, stops the target -- all with only
keybinds.

If you want these keybinds to work inside VSCode's integrated terminal,
you need to add the following to your settings file
```json
"terminal.integrated.commandsToSkipShell": [
    "-workbench.action.quickOpen",
    "-workbench.action.quickOpenView"
  ]
```
2022-11-20 14:28:41 -05:00
water111 811b5de6cb
[decomp] collide-mesh (#1999) 2022-10-30 15:54:10 -04:00
water111 1b45aab3cc
[decompile] subdivide, wind-work, tie-work, bsp, focus (#1897)
- decompile `subdivide`, `wind-work`, `tie-work`, `bsp`, `focus`
- support `ppacb` in compiler
- don't assert when bitfield stuff fails due to constant propgataion
weirdness
- finish up history
- div/mod unsigned assert fix in decompiler
- empty assert fix in decompiler for failed `add` type prop
- make jak 1 performance counters "work" (just measure time)
- fix cast/typos on pcgtb/vftoi15
2022-09-17 14:58:25 -04:00
water111 dc652d10c5
[jak2] decomp gkernel, setup offline tests (#1638)
* add comments

* oops

* format'

* spelling is hard
2022-07-12 18:50:18 -04:00
water111 628ce47b2e
compiler speed improvement (#1547) 2022-06-24 18:21:24 -04:00
water111 1db96c72ab
[goalc] macro expansion in integer constants (#1282)
* [goalc] macro expansion in integer constants

* working

* didn't break it yet

* support conditional compilation

* fix up some more small bugs

* fix duplicate evaluation of bitfield definitions

* paranoid
2022-04-07 19:13:22 -04:00
Tyler Wilding 8574e10653
Mark OpenGOAL regions in IR2 output and cleanup some now irrelevant settings (#1237)
* remove redundant vscode settings and duplicate goalc atoms

* decompiler: add some region markers for OpenGOAL blocks
2022-03-17 21:39:11 -04:00
ManDude af447aeab7
[game] subtitles support (tools + goal + text file). (#1174)
* add subtitles support (tools + goal + text file).

* add to build system proper

* better handling of line speakers

* billy test subtitles

* adjust timings

* better handling of subtitle timing + citadel subs

* press square to toggle cutscene subtitles

* improve DirectRenderer performance

* clang

* dont error out if there's no user files

* make system supports multiple inputs for subtitles

* clang

* oh no typo!!

* avoid future issues

* fix warp gate crash

* remove no longer necessary code in DirectRenderer

* remove temp prints

* delete triplicate code

* i found a better way

* fix make issues with subtitles

* force avx compilation
2022-02-19 13:10:10 -05:00
water111 78cde74d5a
update readme and fix always playing str (#1139)
* update readme deps

* replace assert

* bump timeout

* fix memory corruption in kernel

* use unknown if level name is invalid
2022-02-08 19:02:47 -05:00
water111 e84b5a2346
[collision] implement most of background collision, spawn target! (#1076)
* fill collide cache with bounding box working

* yprobe fully working for background at least

* target

* final cleanup, add a bit more foreground mesh stuff that is untested

* warnings, merge issues

* tests

* revert debug changes, format'

* rendering perf
2022-01-15 16:52:47 -05:00
Tyler Wilding a2e6413b76
goalc: reduce cleverness of outer product (#1059)
* goalc: reduce cleverness of outer product

* decomp: update existing outer product usages

* let the tests still run the fancy one
2022-01-09 11:39:22 -05:00
ManDude 9ff71412e5
[runtime] `pckernel` implementation (#1032)
* toggle for ripping level models

* Create pckernel.gc

* builds and works

* fix defs

* resolution info works

* native letterboxing

* menu

* Fullscreen buttons

* Update glfw

* fix fullscreen taking over everything for some reason

* fix screenshots and add more menu options

* Cleanup DMA mess in load boundary render code (first try!!)

* Update default-menu.gc

* clang

* fix accidental macros in pairs

* refs

* fix null reference bugs

* add lavatube

* custom aspect ratios work (3D only)

* custom aspect ratios work (3D only)

* fix aspect ratio and non-4x3 debug text

* change `sceOpen`

* deadzone setting

* merge fixes

* check out `debug-pad-display`

* update readme imgs

* settings save works

* oops

* settings read/load (incomplete)

* add `:stop` to debugger and fix detach on Windows

* settings load works

* fullscreen and aspect ratio setting fixes

* swap menu options for convenience

* settings loads automatically properly

* fix panic and font hack edge case

* add rolling, ogre, snow, swamp, sunken b, jungle b

* Fixed borderless on windows please work

* Update fake_iso.txt

* remove error from opengl debug filter

* update refs

* minor tfrag tod palette lookup change

* accidentally nuked all opengl errors
2021-12-30 18:48:37 -05:00
water111 f6b40637a3
add declare-file debug (#1004) 2021-12-12 12:52:23 -05:00
water111 8846968963
[Debugger] windows debugger and process drawable (#953)
* Update assert.h

* stuff for `process-drawable` to work

* add windows code for debugger

* debugger attaches

* something works

* remove bad ideas

* `(:break)` works

* connection fixes

* fixes + update docs

* crates & `defskelgroup` macro

* clang

* update tests and a few types

* temp

* temp

* fix files

* game builds

* reverse TypeConsistency operation

* add eye stuff for merc art login

* add `(:sym-name)`

* oops

* add `--auto-dbg` option to gc args

* codacy

* improve robustness of dgo unpacker and objectfiledb reading

* `cavegeyserrock`

* hopefully fix linux

* windows FormatMessage weirdness?

* mutex fixes

* fix merge conflicts

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2021-10-31 11:01:15 -04:00
water111 24fe2c78c0
[goalc] Address-to-line (#783)
* refactor debug info stuff before adding form to emit

* source mapping working for non-macro sourced forms

* support macros
2021-08-26 20:33:00 -04:00
water111 7a5562106e
Compiler performance improvements and error clean-up (#782)
* compiler cleanup and error improvement

* fix test
2021-08-24 22:15:26 -04:00
water111 97ab6a4e12
add support for non virtual states (#764)
* add support for non virtual states

* typecheck go

* start on virtual states

* more support for virtual states

* offline passes

* fix tests

* use behavior shortcut instead of lambda

* final cleanup of virtual go

* unused var warnings and fix inconsistent enum decompile order on win vs linux

* fix thread safety bug with goal symbol table and vif1 interrupt handler

* fix type mistake
2021-08-17 20:54:03 -04:00
water111 aa58d146c2
[goalc] register allocator v2 (#731)
* clean up allocator interface to be simpler

* working on functions without spills

* working for all

* fix missing includes for windows

* more windows includes

* initialize regs to zero so printing value unintiailized by game code is repeatable
2021-08-01 17:46:55 -04:00
Tyler Wilding d317497c64
decomp: `main-collide` and support a bunch of new inline-asm operations (#673)
* decomp/goal-lib: Implement all fixed point macros

* decompiler/goalc: Support half-word and byte parallel extend ops

* decompiler/goalc: Support all parallel compare instructions

* decompiler/goalc: Wire up PPACH and parallel bitwise operations

* goalc: Add emitter tests

* decomp: finalize `main-collide`

* codacy lint
2021-07-27 19:57:14 -04:00
water111 2b6684aa5c
[decompiler] Working toward `bsp` (#717)
* clean up

* before int to float stuff

* before trying to eliminate the separate read and write maps

* partial fix for register issues

* add missing include
2021-07-25 15:30:37 -04:00
water111 ef011f4fe8
[goalc] add a build system (#704)
* add first attempt at build system

* fix stupid bug

* try again
2021-07-15 21:37:15 -04:00
ManDude 63821755e6
[compiler] add `psize-of` (#564) 2021-06-06 23:02:00 -04:00
water111 a6258f3654
[compiler] support 128-bit bitfields (#500)
* support setting and accessing fields of a 128-bit bitfield

* remove print

* rework static constants

* support 128-bit bitfields as part of static structures

* dynamic construction
2021-05-18 21:25:29 -04:00
water111 14028b90bc
[Decompile] vector.gc (finally) (#394)
* support psubw

* do half of vector

* rest of vector

* add test

* format
2021-04-28 17:14:54 -04:00
water111 060b125324
[Compiler/Decompiler] Better support for Bitfield and Enum types (#374)
* compiler fixes, a decent amount of decompiler stuff is working too

* more support in decompiler, fix some casts

* decompile static data too
2021-04-22 19:08:58 -04:00
water111 c09e18f3a7
Fix stack new and add size-of to compiler (#370)
* make decompiler output stack-no-clear

* add size-of
2021-04-18 19:51:15 -04:00
water111 0a76e6e157
[Decompiler] Make matrix decompile (#341)
* small fixes

* update

* add instructions

* finish matrix

* add matrix test cases
2021-03-28 20:26:30 -04:00
water111 fe336b7b5f
[compiler] fix warnings in repl lib and add macros to autocomplete (#317)
* fix warnings in repl lib and add macros to autocomplete

* fix crash on ctrl-c, build runtime as static lib and make goos prompt look fancier

* some tweaks for linux build
2021-03-11 12:54:16 -05:00
Tyler Wilding 8bba3d7fd7
REPL: Add clear-screen / auto-complete / basic hints and syntax highlighting (#316)
* swap to replxx from linenoise

* repl: Implement form auto-tab-completion

* repl: color coordinate the prompts

* repl: Add some basic syntax highlighting, bracket pairs and forms (all one color)

* repl: A more consistent starting screen for the repl

* repl: bug fix for auto-complete

* debug linux

* linting
2021-03-07 23:41:21 -05:00
Tyler Wilding f123bf368a
decomp - vector.gc - Decompile vector.gc (#289)
* temp: commit what i have so far


decomp: Fix nonempty_intersection impl for MSVC Debugging use-case


docs: Add info on getting ASan builds running on Visual Studio w/o exceptions

* decomp: initial rlet implementation

* decomp: cleanup pass of vector-rewrite stage

* decomp: Commit in-progress vector.gc, shortcomings are TODO commented

* decomp: More cleanup, rename from being `vector` instr specific

Fundamentally, this process can be used for re-writing ANY inline-asm instruction

* decomp: Support 4th arg ACC instructions

* decomp: Final pass of vector.gc before implementing last instructions

* decomp: Better warnings when hitting unimplemented instructs

* compiler: Implement inverse-sqrt and mov.vf

* decomp: Final manual pass over vector.gc, documented gaps

* decomp: Finish decompiling what currently is possible in vector.gc

* decomp: Fix Variable -> RegisterAccess conflict

* decomp: codacy lint

* Address review feedback

* Address feedback part 2

* Resolve build failures
2021-03-06 10:46:26 -05:00
water111 9168f03289
[Compiler] Add `get-info` (#306)
* wip symbol info

* finish implementation
2021-03-04 10:33:59 -05:00
water111 d9aa535dd0
[Decompiler] Fix issues in gcommon (#305)
* fix several issues

* small fixes
2021-03-03 20:52:25 -05:00
Tyler Wilding 3e0e370343
repl: Add a (repl-help) command for forgetful people like me (#298) 2021-03-02 13:16:47 -05:00
water111 8775840265
[Decomp] Decompile engine math library types (#272)
* decompile some stuff

* fix typo

* playing around with trigonometry

* more progress on trig

* more trig

* comments and small fixes

* finish trig
2021-02-20 11:42:46 -05:00
water111 1b5b9a2469
add sqrt (#270) 2021-02-17 00:57:21 -05:00
Tyler Wilding cdce4d9612
compiler: Support the majority of the remaining VU VF instructions (#258)
* compiler: Support the majority of the remaining VU VF instructions

- VWAIT
- VMADD variants
- VMSUB variants
- VSQRT
- VDIV
- outer product (VOPMULA + VOPMSUB)

* compiler: Fix some bugs / optimize some instructions

* tests/compiler: Add test coverage for new instructions

* docs: Add documentation for new inline assembly functions

* lint: Formatting / fix failing test

* Remove my comment about ftf/fsf encoding, it's been fixed

* address review feedback

* correct VSQRTPS implementation
2021-02-16 21:41:33 -05:00
water111 e01e065170
[gcommon decomp] compiler and decompiler fixes (#239)
* wip

* decompile file-io

* a

* fix
2021-02-07 18:21:00 -05:00
water111 ddffda1e8c
[Decompilation] Fixes to compiler/decompiler for gcommon (#227)
* fix shift naming issue

* fix bad argument variable names

* fix missing variable issue

* small missing things

* wip

* cleanup

* wip

* fix conditions

* small bug fix in rewriter

* fix incredibly stupid printing bug
2021-02-05 19:41:09 -05:00
Tyler Wilding 65206823ef
Compiler - Implementing more VU Instructions (Part 1 of 2) (#221)
* A little project cleanup

* Script to grep decompiler results

* Compiler: Implement VNOP -> FNOP (.nop.vf)


temp: test new addition

* Compiler: Implement VMUL.xyzw (.mul.vf)


squash: cleaning up files i don't want to accidentally stage

* Compiler: Implement V[ADD|SUB|MUL].dest instructions

* Compiler:  Implement V[ADD|SUB|MUL][x|y|w|z].dest instructions

* Compiler: Implement V[MIN|MAX]{[x|y|z|w]}.dest instructions

* Compiler: Implement V[ABS]{[x|y|z|w]}.dest instructions

* Cleanup review feedback before adding tests and docs

* Tests: Added missing emitter tests

* tests/compiler: Comprehensively test all new instructions

* docs: Add documentation for newly supported operations

* Remove unused vector-h function

* Address review feedback
2021-02-05 15:00:17 -05:00
water111 45f74f078a
[Compiler] Implement and/or in the compiler instead of a macro (#231)
* fix sc

* doc update

* another doc update
2021-02-03 16:12:51 -05:00
water111 425cc6794c
[Compiler] Bug fixes (#230)
* fix method name and use-after-free during compile error

* doc fix
2021-02-03 11:07:47 -05:00